我必须按照(x,y)从一个点到另一个点为图像设置动画,然后将该点设置为另一个点,依此类推。我有大约300分。为此,我使用以下代码。
/** code starts **/
public class CircleAnimation extends Activity implements OnPreparedListener {
/** Called when the activity is first created. */
ImageView imv1;
int totalAnimTime = 0;
double[][] points = {{258.8505,143.2875,67},
{259.642, 143.3665,120},
{260.429, 142.992,240},
{259.257, 139.3575,180},
......................
......................
{255.1335,146.8135,67},
{255.1395,146.794,67},
{255.0635,146.7785,67},
{254.9045,146.797,1200}
};
int j=0;
double loc[] = new double[2];
double x1 = 0,y1 = 0,x2 = 0,y2 = 0,anim_end=0, xstart=258.8505, ystart=143.2875, xnow, ynow;
protected boolean _active = true;
protected int _animTime = 66;
int k=1;
double xFactor = 1.779167, yFactor = 1.5;
private int displayWidth, displayHeight;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
imv1 = (ImageView)findViewById(R.id.imv1);
try{
LaunchInAnimation();
}catch(Exception e){
e.printStackTrace();
}
}
class LocalAnimationListener implements AnimationListener {
public void onAnimationEnd(Animation animation){
imv1.post(mLaunchSecondAnimation);
k = k ++;
}
public void onAnimationRepeat(Animation animation)
{
}
public void onAnimationStart(Animation animation)
{
}
};
private Runnable mLaunchSecondAnimation = new Runnable(){
public void run(){
LaunchInAnimation();
}
};
LocalAnimationListener MyAnimationListener = new LocalAnimationListener();
public void LaunchInAnimation() {
//animation
if(k<points.length) {
if(k==0) {
x1 = xstart;
y1 = ystart;
anim_end=1;
} else {
x1 = points[k-1][0];
y1 = points[k-1][1];
}
x2 = points[k][0];
y2 = points[k][1];
_animTime = (int) (points[k][2]);
TranslateAnimation translateAnimation = new TranslateAnimation((float)x1, (float)x2, (float)y1, (float)y2);
translateAnimation.setDuration(_animTime);
translateAnimation.setFillBefore(true);
translateAnimation.setFillAfter(true);
translateAnimation.setAnimationListener(MyAnimationListener);
imv1.startAnimation(translateAnimation);
totalAnimTime += _animTime;
}
}
}
/** code ends **/
要完成所有动画,它应该采用 totalAnimTime ,但完成时间较短。此外,这个时间从一个设备到另一个设备是不同的。为此,我面临着同步其他事件的问题。这段代码有什么问题?还有其他更好的方法来控制这种类型的动画。
答案 0 :(得分:0)
我自己正在弄乱这种性能变化,然后我切换到OpenGL来完成所有渲染,并且一旦你理解了你正在做的事情,就发现一切都更加顺畅和简单。
其中一个应该更容易,因为它们在不同设备之间更稳定。 XML动画只是诱骗你认为它们是动画,它们的实际X / Y并没有真正改变。如果我是正确的话,他们必须在绘制之前从他们的原始X / Y“闪烁”到“下一步X / Y”....